I know it's not a popular question, but can you give me an example either verbally or via video, of their progress on KB support?

Only thing hopeful I found in my searching was this, on of all places, a Wii U forum:

"Gamers concerned over the digital triggers shouldn’t be – you can play Project CARS with keyboard keys that are inherently digital and we do input filtering to mimic the same effect as a pedal or analog trigger."

I know it's not a popular question, but can you give me an example either verbally or via video, of their progress on KB support?

Only thing hopeful I found in my searching was this, on of all places, a Wii U forum:

"Gamers concerned over the digital triggers shouldn’t be – you can play Project CARS with keyboard keys that are inherently digital and we do input filtering to mimic the same effect as a pedal or analog trigger."

We have a few players that use keyboard and their experience so far seems to be good even thou it's still lacks a lot of optimization that we expect to do in the upcoming months.
There's a video recorded two months ago for the keyboard challenge available here:

HOLY CRAP! The only slight lack of realism there is the thin monitor bezels.

Nice setup, and fancy footwork, but the noob in me has to ask, why the slight revs whilst braking?

Is that a Fanatec wheel/pedal setup btw?

(Edited)
Think I found the answer to my question here.

"CHANGING DOWN / DOWN-SHIFTINGWhen approaching a corner, you need to select a gear which will provide maximum acceleration at the exit, and this gear needs to be engaged before entering the corner. This means braking to the speed where you can safely turn into the bend, then shifting before turning in. Gear choice is especially important here ideally you need to select a gear which will cause the engine speed to increase to a sensible point within the power band so that plenty of power is available when accelerating out of the turn. However if you do select the correct gear and let out the clutch swiftly, three things will happen:

Significant levels of engine braking will occur

In extreme cases, the wheels can lock up

Forward weight transfer will occur

None of these are good when you're trying to maintain control of a car driving at the limits of grip. Rev matching is the solution.

INTRODUCTION TO REV MATCHINGREV MATCHING IS A TECHNIQUE WHICH SHOULD BE SECOND NATURE IF YOU WANT TO BE QUICK ON THE TRACK.

When is it used?
When changing down to create smooth, fast gear changes in a car with synchromesh*.

* Almost all modern cars have synchromesh, if you don't have it fitted you will need to 'double declutch'

What rev matching does:

Reduces stress on the driveline

Prevents forward weight transfers when down shifting

Reduces engine braking and chances of wheel lock

Note: On the track, use the brakes to slow down and the engine to accelerate. Engine braking is not as efficient, and will not slow you down quickly enough for track use. If you have time to use engine braking, you're not going as quickly as you could."

Hello
The other day I renewed my ordenadory this is the result of the tests on the project cars, I leave a Ultra Graphics circuit for Motmelo dusk with the Lotus 40, one can see the great graphic work that has the game, I hope you like it .

Are the settings all maxed here? Just the screenshots I see for CARS looks so good. But most of these comparison videos I see it usually looks the worst in most of them. The last video linked in the thread looks quite a bit better, but could be because it's a Dusk track, so I'm seeing if it's a difference in settings for the game or time of day lighting effects.

New video showing the capture of real-time telemetry adding the video taken by the GoPro a few laps with the Radical @ Zolder, sepuede see many details of the telemetry, time, temperature circuit, pneumatic temperature .......

I'm pretty disenchanted with the roster for modern racing games when they try to focus on more than one type of car. They end up spreading themselves too thin, use boring vehicles and then load on five different production versions. You just need to look at something like Assetto Corsa to find eight different iterations of a Lotus Elise and shake your head at how boring it is.

Other than Shift 2, no game has tried to produce a simulation that includes street level performance vehicles (Gran Turismo and Forza don't count).

Hello
The other day I renewed my ordenadory this is the result of the tests on the project cars, I leave a Ultra Graphics circuit for Motmelo dusk with the Lotus 40, one can see the great graphic work that has the game, I hope you like it .

What is it about racing games that can't get the animation of the shifting to align appropriately with the rev counter? There's always a delay - and the tachometer is reading a new gear/rpm before a physical action takes place with the shifter.

As far as I am concerned they are effectively the same car built from the same chassis style and power plant, with a similar aero package.
I get that in real life, this happens a lot - it's a clever way for manufacturers to make and sell cars. I am not disputing the realism, I am disputing the purpose in a game where for the most part, the only difference is speed and tuning flexibility.

Instead of eight very similar cars, why not maybe two or three and spend the resources on including other vehicles?

As far as I am concerned they are effectively the same car built from the same chassis style and power plant, with a similar aero package.
I get that in real life, this happens a lot - it's a clever way for manufacturers to make and sell cars. I am not disputing the realism, I am disputing the purpose in a game where for the most part, the only difference is speed and tuning flexibility.

Instead of eight very similar cars, why not maybe two or three and spend the resources on including other vehicles?

I think it's good that AC have done that. I find it interesting the different driving characteristics of them. And if you can feel and difference of each of them in a game, then the devs have done a good job on the physics and other bits. Also the Evora is quite a bit different to the Elise and Exige. Bigger engine, fatter, larger in size etc. I'd put the Evora in more the Porsche Boxster/Cayman territory. The Exige S Roadster is also different from the other Exiges due to being the new model with the larger engine and other changes.

At least it isn't like GT6 where they include 20-30 variants of the same car where only the name changes or an indicator might have an orange lens on one and a clear lens on the other.....e.g. Mazda RX-7, MX-5; Nissan Skyline etc.

If Project Cars can add a couple more average everyday cars like some more hot-hatches or maybe even some supermini hatches (MINI Cooper S, Citroen DS3) then I'm getting this game without a doubt.

As far as I am concerned they are effectively the same car built from the same chassis style and power plant, with a similar aero package.
I get that in real life, this happens a lot - it's a clever way for manufacturers to make and sell cars. I am not disputing the realism, I am disputing the purpose in a game where for the most part, the only difference is speed and tuning flexibility.

Instead of eight very similar cars, why not maybe two or three and spend the resources on including other vehicles?

The only cars that are derived from the Elise chassis are the Exige Scura and the 240R. The Exige S Roadster is derived from the Exige S with is a series 3 Exige (it has a longer, bit heavier and wider body than the old Exige and a 3.6L engine vs the 1.8L Engine of the Elise SC, Scura and 240R). The Evora GTE, GX, GTC are derived from the Evora which has a completely different chassis than the Exige series 3.

The only car i find redundant is the Exige Scura since is too similar to the 240R, i wouldn't remove it though as it's a special edition, all the others even the GX vs the GTC are different enough to me.